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  • Glad I could help.

    Love the little guy, by the way.

  • Any chance of a variable blur mask?

    The available mask's work pretty good, but variable would be awesome for depth of field.

    You could probably pull something off with an animated spite, but vram would shoot through the roof.

    The blur mask already supports variable blur based on the red channel of the image. The more red the blurrier it is.

  • That would go in the event sheet editor. Equations don't work anywhere outside of conditions and actions. The proper place to implement it would be in your "Key is down" events. There you could set the proper animation as well as the speed with the equation I gave you.

    Anyways, I went ahead and whipped up a quick CAP illustrating all the things you've asked about so you could see how it can all go together. It shows the mirroring of the sprite, the sliding, and the animation speed.

    Platforming examples

    I hope all of this has helped you.

  • Standard Windows controls are always drawn on top since they're not rendered through DirectX. I think they're going to be rendered in DirectX in Construct 2, but that's a long ways off.

  • The animation speed is a simple matter of finding the ratio between the current value of VectorX and the object's maximum floor speed. So, set the animation speed to something like this:

    abs(Sprite[Platform].VectorX) / Sprite[Platform].MaxFloorSpeed * AS
    
    NOTE: 'AS' is just a placeholder and should be replaced by the maximum speed at which you want the animation to play.[/code:2yjrbm54]
    abs() will return the value you specify as a positive value even if the original is negative.  This will ensure that the animation speed is never a negative value.
  • Do you want the character to be able to face the opposite direction he's in while sliding? If that's the case, you'll have to do things a little differently. Instead of checking the X speed, check which key is currently depressed. If the right arrow is down, set the angle to 0, if the left arrow is down, set the angle to 180.

    For the sliding, you'll need to check to make sure that neither right nor left is down. You can do that by negating the condition, which you do by right clicking a condition and clicking "Invert condition". As a subevent to that, check if the player is currently walking -- the platform behavior actually has a condition for this. If it is, set the player's animation to the sliding animation.

    I'm probably explaining this poorly, so here's a CAP file showing what I'm talking about: Sliding

    As for the "Or" condition, you can sandwich it between two conditions. If either of them equate to true, you're event will trigger.

  • I would say the DS

    alot of good games. I really dont know anything good for the Itouch off the top of my head. DS has hotel dusk trauma center,

    Phoenix Wright

    , chrono trigger and many other games.

    This.

  • It's going to the level 1 layout, I think you might have the layouts mixed up, though. The level 1 layout has ten bricks while the level 2 layout has only 1. Could that be the problem?

    Also, a suggestion. You should set the collision mode on your menu sprites to bounding box so the mouse doesn't have to be right over the text to be clicked.

  • Auto mirror should be checked, then you can use the "Compare" condition under system to check the X speed of the object, like this:

    +Sprite[Platform].VectorX greater than 0
        -Sprite: Set angle to 0
    
    +Sprite[Platform].VectorX less than 0
        -Sprite: Set angle to 180[/code:1lxe7j41]
    
    [url=http://files.getdropbox.com/u/917406/flip_character.cap]Here's a CAP file to illustrate this[/url].
  • Create a global variable called 'FPS'. Every tick, add 1 to this value. Every 1000 milliseconds, set your text to this value, then reset the value to 0.

    This method was on the wiki somewhere, but I can't find it back.

  • I found SetCopyFrameContent. This is my code(probably not correct):

    pRuntime->SetCopyFrameContent(pLink, pLink->info.curTexture, true, true);[/code:f1dg8ljp]
    
    When I run the plugin, Construct crashes telling me the texture isn't a render target.  Any clarification on this?  There doesn't seem to be much documentation in the line of graphics related stuff.
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linkman2004

Member since 15 Jan, 2008

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